//--------------------------------------------------------------------------------------
// File: DXUTShared.fx
//
//
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//--------------------------------------------------------------------------------------


//--------------------------------------------------------------------------------------
// Global variables
//--------------------------------------------------------------------------------------
float4 g_MaterialDiffuseColor;      // Material's diffuse color
float3 g_LightDir;                  // Light's direction in world space
float4x4 g_mWorld;                  // World matrix for object
float4x4 g_mWorldViewProjection;    // World * View * Projection matrix



//--------------------------------------------------------------------------------------
// Vertex shader output structure
//--------------------------------------------------------------------------------------
struct VS_OUTPUT {
float4 Position   :
    POSITION;   // vertex position
float4 Diffuse    :
    COLOR0;     // vertex diffuse color
};


//--------------------------------------------------------------------------------------
// This shader computes standard transform and lighting
//--------------------------------------------------------------------------------------
VS_OUTPUT RenderWith1LightNoTextureVS( float4 vPos : POSITION,
                                       float3 vNormal : NORMAL ) {
    VS_OUTPUT Output;

    // Transform the position from object space to homogeneous projection space
    Output.Position = mul(vPos, g_mWorldViewProjection);

    // Transform the normal from object space to world space
    float3 vNormalWorldSpace;
    vNormalWorldSpace = normalize(mul(vNormal, (float3x3)g_mWorld)); // normal (world space)

    // Compute simple directional lighting equation
    Output.Diffuse.rgb = g_MaterialDiffuseColor * max(0,dot(vNormalWorldSpace, g_LightDir));
    Output.Diffuse.a = 1.0f;

    return Output;
}


//--------------------------------------------------------------------------------------
float4 RenderWith1LightNoTexturePS( float4 Diffuse : COLOR0 ) : COLOR0 {
    return Diffuse;
}


//--------------------------------------------------------------------------------------
technique RenderWith1LightNoTexture {
    pass P0
    {
        VertexShader = compile vs_1_1 RenderWith1LightNoTextureVS();
        PixelShader  = compile ps_1_1 RenderWith1LightNoTexturePS();
    }
}

